At first need to collect graphics set (music possible to use lot of SPCs from Zelda RPG and sounds too (Solarus has a lot of Zelda stuff which also can be used here))Then will be declared new INIs from scratch and written own NPC-AI set especially per every NPC, without basing on SMBX standards. And new config will be completely non-compatible with old

Shadowblitz16 wrote:@Wohlstand how long do you think it will take your to make this config pack?I know you have PGE to update and all.

Dependent how many stuff I'll take. Basic tiny config pack with few stuff can be made very quick (1 playable character, few blocks, BGO's, NPC's, and world map elements, very few musics and sounds). And then gradually append new elements.P.S. It also will be loaded ultra-quick in editor/engine.

cool. I never got the mario part of your engine to work without smbx becuz most of the engine elements seemed missing.hopefully you can implement the zelda ones.I don't know if the engine is in a good enough state right now.

EDIT: @Wohlstand

I was thinking of some configurable options for mechanics and the items

1) general (aka player enemies items)

Spoiler

a) weight: for lifting, pushing, and grappling npcs, and the outcome of it. this includes enemies and items b) damage: the damage it inflicts c) team flag: either none, link, or enemies. none just makes it hurt everything d) xspeed: the speed at which it moves horizontally e) yspeed: the speed at which it moves vertically f) health: the health (setting to -1 makes it invincible)

2) enemies

Spoiler

a) aggro: the frequency at which the enemy attacks if it can b) deggro: the frequency at which the enemy defends if it can c) item ineffectiveness and effectiveness window

3) items

Spoiler

a) stun time: the time at which the enemy is stunned b) pickup palette: the color palette that link is changed too when picking it up c) pickup palette time: the time until it switches back to its default color palette (-1 if it changes the default color) d) hit palette: the color palette that enemy(depending on the team flag) is changed too when hit e) hit palette time: the time until it switches back to its default color palette (-1 if it changes the default color)

Last edited by Shadowblitz16 on 13 Sep 2016, 3:24, edited 2 times in total.

Shadowblitz16 wrote:cool. I never got the mario part of your engine to work without smbx becuz most of the engine elements seemed missing.hopefully you can implement the zelda ones.I don't know if the engine is in a good enough state right now.

The engine is still being made, but you can start making the foundations for the configuration pack already(graphics, sounds, .inis).

I have checked your config pack and I'll tell: you have did the mistake that you have use the "Integration" config pack as base. Integration config packs are dependent to SMBX's resources and has no own of them.

If you wish use any existing config pack as base, you must use any complete standalone config packThere are config packs are compatible with new laboratory assembly which is preparing to be a new release version:http://wohlsoft.ru/docs/_laboratory/config_packs/The complete standalone config packs are "SMBX_13_compatible", "A2XT", "Raocow_talkhaus_full", "SMBX_Redrawn", "SMBX By 38A", and "SMBXpanded". Those config packs are have own embedded graphics and music resourecs and there are can work by theme selves.

One note: New Editor 0.3.1.13 and new Engine 0.3 are has incompatible API with current release, so, if you want to make the config pack, you must also download separately the latest laboratory PGE asselbly